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[Halo2] [Research Facility] v1.0 - Smacktalker

Posted: Mon Nov 13, 2006 4:10 am
by smacktalker
Research Facility
  • Author: __ Smacktalker
    Website: ...http://www.faisalmods.com
    Type:___...Serenity V3.2 /w mainmenufunctions
    Base:___...Gemini

    Image

    This facility has been recently invaded by covenant forces. Stop them by all means now.

    Map Information:
    [ YES ] __System Linkable
    [ ___ ] __Weapon Mods
    [ YES ] __Skin Mods
    [ ___ ] __Physics Mods
    [ YES ] __Lighting Mods
    [ ___ ] __Vehicle Mods

Preview Images:
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warm little fire :)
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flickering lightbulbz :o :P
Image
showing some animations/movement.

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I got tired working on it so i prerelease as of now. I still think it's much of an improvement on the forgotten room. I made this for killtrocity v2.

Features:
- hunter_jail_shield destroyable (does respawn)
- covenant_portable_shield (shield recharge and health edited)
- worked on some cool lightning ambience but didnt got around finishing it (no realtime lightning unfortunatly)
- cool sound ambiences, (some custom, some bungies.)
- cave accesible
- used some unused scenery from midship (holopanels)
- gameplayorientated spawns work perfect
- 2way teleporter, with 1 side that has random exit
- restored DECR, DECA, SCEN, LIGH
- customized fog and edited lightmap for cooler atmosphere
- placed some gascontainers some full, some empty.
- placed some covenant_floodlights

perhaps if i get some discrete idea's maybe i'll work on it some more. for the KMV2 i'll add a little easteregg :)

oh ya and i couldnt get around finishing the script i wanted to make.. when you pressed the button the shields would destroy, and then respawn 2 minutes later again (would make nice CTF gameplay) bu then again it's never too late and if anyone would be kind enough to help me out please do so
http://www.behemothnet.net/stoner/forgo ... s.serenity
<all you need is the scripts reflexive and the script to get compiled. the button and all things needed is there. script objects is there so have fun>
samplescript:

Code: Select all

(script continuous shields 
 (begin 
  (sleep_until (= (device_group_get button) 1)) 
  (object_destroy jail_shield1) 
  (object_destroy jail_shield2) 
  (object_destroy jail_shield3) 
  (object_destroy jail_shield4) 
  (sleep 3600) 
  (object_create jail_shield1) 
  (object_create jail_shield2) 
  (object_create jail_shield3) 
  (object_create jail_shield4) 
  (device_group_set button 0) 
 ) 
)
have fun.

Credits:

HSM - jackal shield bitmap :) :o
Creators of Entity
Creators of ADI

This topic was auto generated with Teh liek Mamasis Mudded Past Gunuritar

Posted: Mon Nov 13, 2006 4:26 am
by DWells55
So the lightmap isn't nulled andnobody goes funky colors on the platforms? Cool.


What a waste of a good BSP though. By which I mean it's a waste Bungie didn't do as good a job you did and put it into MP ;P

Posted: Mon Nov 13, 2006 4:30 am
by ScottyGEE
This actually looks truly astounding...
I'm only judging from the pictures currently but it just seems amazing...

By the way, did you find the bitmask for the flickering lights or did you just use an exsisting light from SP or something...I've always wanted to find the flickering lights but never bothered looking because I hardly bother with modding much...

Posted: Mon Nov 13, 2006 4:37 am
by StalkingGrunt911
Lookin nice. I wish I could actually put that much time into modding but don't got time to. You just started a couple days ago. >_<
Anyways, I will play it later when I get from school. I like what you did to it it's not that forgotten anymore. Everything about it is awesome. :)

Posted: Mon Nov 13, 2006 4:39 am
by -Legendary-
Scotty, I think the light was in SP. MAbye. But yea, Smactalker, This mod looks great. Love everything. And It's pretty cold were I live right now. *Downloads mod, and go stis by fire. :wink:

Posted: Mon Nov 13, 2006 4:40 am
by smacktalker
DWells55 wrote:So the lightmap isn't nulled andnobody goes funky colors on the platforms? Cool.
due to headshot his technique, i got rid of the funky colors.. the only thing you see will be a slight greyer looking mc.. if you spawn on the machs and such you will have normal colors though.
ScottyGEE wrote:This actually looks truly astounding...
I'm only judging from the pictures currently but it just seems amazing...

By the way, did you find the bitmask for the flickering lights or did you just use an exsisting light from SP or something...I've always wanted to find the flickering lights but never bothered looking because I hardly bother with modding much...
thank you. i tried to make the lightning ambience and the atmopshere as brilliant as possible, and i find it lacking but on the other hand i do like it how it came out.
it's not a bitmask tho, it's a reflexive in the LIGH for flickering.. but i got mine from 08b_deltacontrol.map (scenarios\objects\lights\solo\earthcity\elecrtical_sparking)... copied it a few times (1 yellow, 1 white, 1 realtime (didnt work :( ), and really sweated for the white light to make it as much as i like it

Posted: Mon Nov 13, 2006 4:47 am
by DWells55
Hmm... think it'll ever be possible to fix the slightly grey MC? I know I'm nitpicking, but stuff like that bugs me ;P

Love the look of the mod though. Very nice mach/BSP mix.

Posted: Mon Nov 13, 2006 4:48 am
by -DeToX-
Nice job man. :P

Posted: Mon Nov 13, 2006 4:50 am
by smacktalker
i'm not quite sure. there's something in the sbsp about it. containment doesnt have these problems.
but i've edited the mode a few times and this is how it came out best.. i don't wanna lose the lightmap again, so i'm glad that headshot found out how to lose the greenness. although i like green.

Posted: Mon Nov 13, 2006 5:11 am
by Tural
Looks good.

Posted: Mon Nov 13, 2006 5:18 am
by turk645
smacktalker wrote:
DWells55 wrote:So the lightmap isn't nulled andnobody goes funky colors on the platforms? Cool.
due to headshot his technique, i got rid of the funky colors.. the only thing you see will be a slight greyer looking mc.. if you spawn on the machs and such you will have normal colors though.
ScottyGEE wrote:This actually looks truly astounding...
I'm only judging from the pictures currently but it just seems amazing...

By the way, did you find the bitmask for the flickering lights or did you just use an exsisting light from SP or something...I've always wanted to find the flickering lights but never bothered looking because I hardly bother with modding much...
thank you. i tried to make the lightning ambience and the atmopshere as brilliant as possible, and i find it lacking but on the other hand i do like it how it came out.
it's not a bitmask tho, it's a reflexive in the LIGH for flickering.. but i got mine from 08b_deltacontrol.map (scenarios\objects\lights\solo\earthcity\elecrtical_sparking)... copied it a few times (1 yellow, 1 white, 1 realtime (didnt work :( ), and really sweated for the white light to make it as much as i like it
:D i should probably get back into the light research to find out more about the flicker considering there are a still several values in the filker that i didnt lable, not to mention figure out how to turn a light into a spotlight so it can be used for real time lighting.

Posted: Mon Nov 13, 2006 6:00 am
by xheadshotmastax
-DeToX- wrote:Nice job man. :P

i agree :D Image ( mutating smilie due to leetness :P )

Posted: Mon Nov 13, 2006 6:13 am
by JesseCuster
smacky smakes my smackys........wtf crazy **** dude :shock:

check it later....looks damn good

Posted: Mon Nov 13, 2006 6:43 am
by foxfanatic23I7
-DeToX- wrote:Nice job man. :P

Posted: Mon Nov 13, 2006 7:14 am
by Bankhead
Looks great gj man.

Posted: Mon Nov 13, 2006 8:27 am
by Cragsterboy
ummm well its....... Amazing :lol: One of a Kind i must say! Good work!

Posted: Mon Nov 13, 2006 11:17 am
by MilyardoX2
looks cool have you thought of making a special update with AI? I think the AI should have zones since it is a BSP convertion. Just a thought, and the map is awesome!

Posted: Mon Nov 13, 2006 11:58 am
by Hawaiian Modder
Looks outstanding.
The flickering lights add a nice touch.
I'll get to work on that script.

Edit: When I go to apply the patch for the script I get a source map error. I have a fresh map that I took straight from my xbox, and I even did more and installed the xbox content again, then took it off my xbox.

Posted: Mon Nov 13, 2006 12:13 pm
by smacktalker
that 'd be the scriptless patch huh? i've had detox try it out and he didnt have any problems with it. it only said source map wasnt original but it didnt matter in this case, must've been the signature or something that wasn't original.

Posted: Mon Nov 13, 2006 12:16 pm
by Hawaiian Modder
Ah ok.
Also I'm testing the script as I type. Though is the button already spawned?